This ten-year anniversary invites reflection on the state of indie games and on
game jams and the IGJ's relation to them, but I'm not really up for that reflection,
so I just figured I'd toss out some information about the event and its context
and let people think about it for themselves.

Event & Outcome:

The participants in the Indie Game Jam were friends/acquaintances of ours
who were game industry veterans (some of whom were no longer in the game industry)

Like the later IGJs, IGJ0 was structured not by gameplay/content theme but
by technological/mechanical theme; IGJ0
offered a 3D engine using sprites to create 100,000 "characters"

We avoided making it a contest to make the best game; "Jam" was chosen to emphasize this